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Gaming - Science topic

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Publications related to Gaming (10,000)
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Article
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Teacher gaming experience affects attitudes toward digital games and consequent instructional behaviors, yet the influences of gamer identity from the perspective of teacher-student relationships have received limited research attention. We recruited 683 junior high and elementary school teachers working in Miaoli County, Taiwan to investigate the...
Chapter
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The aim of this chapter is to analyze how ethnic marketing strategies can be created for smart consumer products and services that are successful. In the present day, brands must incorporate cultural nuances into their approach while also taking advantage of state-of-the-art technology. The following smart consumer products and services are examine...
Preprint
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Abstrak Media baru adalah istilah yang merujuk pada perkembangan teknologi komunikasi digital dan mengubah cara informasi diproduksi, disebarluaskan, dan dikonsumsi. Fenomena ini ditandai dengan munculnya internet, media sosial, platform streaming, serta interaktivitas tinggi antara pengguna dan konten(Setiawan, 2017). Tidak seperti media konvensio...
Preprint
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With the development of technology, digital games have permeated into family and parent-child relationships, leading to cognitive deficiencies and inter-generational conflicts that have yet to be effectively addressed. Building on previous research on digital games and parent-child relationships, we have developed Figame, a Joint Media Engagement (...
Article
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Assistive mobile robots can play an important role in supporting individuals with disabilities. While the field of robot control interfaces for individuals with disabilities is growing, there is little work done on such systems for children end users specifically. Accordingly, we pursued the design of an adapted robot control interface for use in c...
Article
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For citation: Vezenkov, S.R., Manolova, V.R. (2025) Screen Addiction – Biomarkers, Developmental Damage and Recovery. Nootism 1(1), 6-18, ISSN 3033-1765 Abstract Screen addiction is a far more widespread issue than most researchers acknowledge or publish, surpassing even the alarming data that has emerged in the years following the COVID-19 pandem...
Article
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Background The growing popularity of internet gaming among adolescents and young adults has driven an increase in both casual and excessive gaming behavior. Nevertheless, it remains unclear how progressive increases in internet gaming engagement led to changes within and between brain networks. This study aims to investigate these connectivity alte...
Preprint
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Photo-realistic rendering and novel view synthesis play a crucial role in human-computer interaction tasks, from gaming to path planning. Neural Radiance Fields (NeRFs) model scenes as continuous volumetric functions and achieve remarkable rendering quality. However, NeRFs often struggle in large, low-textured areas, producing cloudy artifacts know...
Article
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In China’s rapidly growing online gaming industry, female game companions have emerged as key players within the neoliberal economy, leveraging voice commodification to navigate a competitive, male-dominated market. This study employs mixed methods to examine how female companions construct and present their unique role dynamics. A survey of 308 pa...
Preprint
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We present PORTAL, a novel framework for developing artificial intelligence agents capable of playing thousands of 3D video games through language-guided policy generation. By transforming decision-making problems into language modeling tasks, our approach leverages large language models (LLMs) to generate behavior trees represented in domain-speci...
Article
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Online audiences have become increasingly visible to each other. Recent work in Surveillance & Society has suggested that visible viewership in gaming constitutes “visibility labour” (Abidin 2016). Yet, little work has sketched the relationship between visible consumption, visibility labours, and social media’s surveillance economy. This article fi...
Article
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Background: Consequences have arisen about the impact of growing social media use on users’ psychological adverse well-being. Especially in young adults, it can increase feelings of loneliness, inadequacy, and social comparison. This study examines the role of social media in contributing to depression among young adults in Rajshahi city, Banglades...
Article
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With the advancement of technologies, it has become imperative for all forms of businesses to use such strategies which are more technically equip in attracting consumers towards their products. Now-a-days, games have become an important part of the business marketing strategy. The entrepreneurs are gamifying their business marketing hacks to allur...
Conference Paper
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Non-Playable Characters (NPCs) are vital to interactive gaming environments, yet traditional modeling techniques, such as Finite State Machines (FSMs), have a tendency of producing rigid and predictable behavior. The study explores the use of Machine Learning (ML) and Artificial Intelligence (AI) algorithms for enhancing NPC behavior modeling with...
Article
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Augmented Reality (AR) and Virtual Reality (VR) have revolutionized software solutions by enhancing user experiences, increasing efficiency, and enabling immersive interactions. AR overlays digital elements onto the real world, improving applications in industries such as healthcare, retail, and manufacturing, while VR creates entirely digital envi...
Article
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Introduction: The relationship between student’s anger tolerance and daily gaming habits has a significant impact on their emotional and academic well-being; excessive gaming may increase anger issues and lead to negative psychological outcomes, which are further affected by individual sleeping patterns. This study aims to add to deeper strategies...
Article
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Objective To investigate and report the psychosocial health status from a survey of adolescent populations in Zigong City, Sichuan Province, China, and analyze the overall condition of adolescent mental health in economically less‐developed prefecture‐level urban areas of China. Methods A survey on the mental health status of 95,455 adolescents in...
Poster
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Our study explores the relationship between VR experience, 3D gaming expertise, and performance metrics like task completion time, accuracy, and workload. Analysis reveals that combined expertise in VR and 3D gaming improves efficiency, reduces workload, and enhances accuracy. Notably, users with experiences in both domains consistently perform bet...
Article
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As gaming becomes pervasive across demographics, brands are trying to capitalize on this channel to engage with consumers in increasingly immersive ways. However, they face numerous challenges in enhancing the effectiveness of these advertising strategies. This systematic literature review investigates the impact of advertising strategies on consum...
Article
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The intersection of serious games, advanced technologies, and culture offers new paths for fostering social inclusion and sustainability. This position paper presents i-Game, an EU project dedicated to transforming the relationship between cultural heritage and the gaming industry. By creating an open-source platform for inclusive game development,...
Article
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Video gaming (also called gaming) is a contemporary activity affecting individuals and romantic partnerships. Researchers have found that gaming has a detrimental effect on romantic partnerships, with most of the focus being on the negative impact of gaming within heterosexual couples composed of male gamers. The focus on the detrimental influence...
Article
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Precision oncology plays a pivotal role in contemporary healthcare, aiming to optimize treatments for each patient based on their unique characteristics. This objective has spurred the emergence of various cancer cell line drug response datasets, driven by the need to facilitate pre-clinical studies by exploring the impact of multi-omics data on dr...
Article
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With the rapid development of the gaming industry, beginner tutorials have become a crucial component of game design. Both explicit tutorials and implicit guidance help players quickly learn game mechanics and enhance the overall gaming experience. This paper explores the application of psychological learning theories in game tutorials and implicit...
Article
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Internet gaming disorder (IGD) disproportionally affects young populations and has serious psychosocial consequences. Unfortunately, the identification of specific variables that account for IGD has been poorly addressed. This is the first study that assessed the relationship between emotional dysregulation (ED), sex, and impulsivity (delay discoun...
Article
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Fear of missing out (FoMO) is a problematic kind of attachment related to the distress caused by knowing that others are having rewarding experiences of which one is not a part. Although this feeling can negatively impact the lives of adolescents, the relationship between FoMO and other risks of dysfunctional use of the Internet in this age range i...
Article
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Aim The aim of this study is to estimate the rate of patients who screened positive for gaming disorder (GD) in ICD‐11 among adolescents with psychiatric and/or developmental disorders by using two screening tests: a nine‐item screening test for GD, GAMing Engagement Screening test (GAMES Test), and the Ten‐Item Internet Gaming Disorder Test (IGDT‐...
Article
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Emotion recognition and prediction plays a vital role in human-computer interaction (HCI), offering more potential for efficient intuitive and adaptive systems. This presents an innovative and efficient approach for emotion prediction from electroencephalogram (EEG) signals by using an Improved Sand Cat Optimization (ISCO) technique to enhance pred...
Article
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Research exploring the impact of a color vision deficiency (CVD) on using digital displays in gaming is limited. An online survey was administered to 241 gamers with a CVD (80.1% males) inquiring about their experiences playing digital-based games. Eighty-eight percent (88.0%) experienced at least a little difficulty in playing. The most problemati...
Article
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Maritime Spatial Planning (MSP) is a politically guided and stakeholder-driven process involving a range of actors (i.e., planners, stakeholders, scientists, and citizens). Theories of boundary objects offer a lens to understand how actors, in the context of decision and policy-making in organizations, can coordinate without consensus. This seems p...
Article
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Loneliness may lead individuals to spend more time on the internet and increase the likelihood of experiencing internet-use disorders. Similarly, individuals with internet-use disorders may feel lonelier. In the present systematic review and meta-analysis, pre-registered in PROSPERO (CRD42023390483), we quantified associations between internet-use-...
Article
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Data security in mobile environments has become a critical concern, driven by the growing demand for mobile services and the proliferation of data-intensive applications such as online gaming, virtual reality, and augmented reality. These applications generate massive amounts of data, challenging the storage, computational capacity, and battery lif...
Article
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Studies on video games and well-being often rely on self-report measures or data from a single game. Here, we study how 703 casually engaged US adults’ time spent playing for over 140 000 h across 150 Nintendo Switch games relates to their life satisfaction, affect, depressive symptoms and general mental well-being. We replicate previous findings t...
Presentation
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The integration of artificial intelligence (AI) and brain-computer interface (BCI) technology in video game development presents an innovative frontier in interactive entertainment. This concept paper explores the feasibility of personalized video game experiences generated in real-time by AI, tailored to an individual's preferences and cognitive s...
Article
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As pioneers in this field, our role in shaping the future of serious games in healthcare logistics is crucial. Digital media design significantly influences the quality of gaming simulation studies in healthcare. The leading challenge scholars face is introducing innovative and valuable features to university students. The data–simulation–gaming py...
Preprint
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Social video gaming has become an integral part of adolescent life, yet its impact on well-being remains unclear. This longitudinal study examines how social gaming relates to loneliness and depressive mood among adolescents, considering both within-person and between-person associations. Additionally, it explores the moderating roles of gender and...
Article
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With the emergence of artificial intelligence and advancements in network technologies, the imminent arrival of 6G is not very far away. The 6G technology will introduce unique and innovative applications of the Tactile Internet in the near future. This paper highlights the evolution towards the Tactile Internet enabled by 6G technology, along with...
Article
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This study explores the dual impact of virtual reality (VR) gaming on mental health, highlighting its potential benefits and risks. VR gaming offers significant advantages, including stress relief, emotional well-being, and enhanced social interactions through immersive experiences. Theoretical frameworks such as Self-Determination Theory and Flow...
Preprint
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As automatic metrics become increasingly stronger and widely adopted, the risk of unintentionally "gaming the metric" during model development rises. This issue is caused by metric interference (Mint), i.e., the use of the same or related metrics for both model tuning and evaluation. Mint can misguide practitioners into being overoptimistic about t...
Article
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This paper examines the intersection of online gaming and terrorism, highlighting how terrorist organizations leverage online gaming and mods platforms to recruit and radicalize new members. Terrorist organizations have increasingly utilized online gaming and other digital platforms to recruit and radicalize individuals. Video games are multifacete...
Article
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The rapid growth of augmented reality (AR) technology has revolutionized industries ranging from gaming to education, and its application in interior design is no exception. This paper introduces the "Augmented Room Stylist Android Application" an innovative tool that harnesses the power of AR to redefine the way users approach home styling and fur...
Preprint
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The integration of Artificial Intelligence (AI) into educational gaming is revolutionizing student engagement, particularly in Home Economics. This study investigates the impact of AI-driven gamification on Nigerian secondary school Home Economics students, analyzing their gaming preferences, AI components in their most-played games, and the trade-...
Article
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Neurological disorders affect the nervous system and can impair physical, cognitive, or emotional functions. They often result in challenges such as movement difficulties and the inability to perform daily activities. Common conditions include stroke, traumatic brain injury, and cerebral palsy. Physical therapy is a common approach to managing thes...
Article
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Despite the gaming industry’s growth, until 2016 there was no option to invest in the gaming stock market with a diversified financial product, and even in 2024, investment instruments are scarce. Furthermore, the literature lacks an explanation of the relationship between key game metrics and macroeconomic variables (Palma-Ruiz et al., 2022). This...
Preprint
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This paper tackles the problem of generating representations of underwater 3D terrain. Off-the-shelf generative models, trained on Internet-scale data but not on specialized underwater images, exhibit downgraded realism, as images of the seafloor are relatively uncommon. To this end, we introduce DreamSea, a generative model to generate hyper-reali...
Article
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The exponentially growing game genre - multiplayer online battle arena (MOBA) is propelled into the gaming culture. Employing the Interaction-Person-Affect-Cognition-Execution (I-PACE) model, this study examines the (1) predictive effects of impulsivity on IGD; (2) IGD on mind-wandering, (3) simple mediating effects of in-game satisfaction and self...
Preprint
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Image-based 3D generation has vast applications in robotics and gaming, where high-quality, diverse outputs and consistent 3D representations are crucial. However, existing methods have limitations: 3D diffusion models are limited by dataset scarcity and the absence of strong pre-trained priors, while 2D diffusion-based approaches struggle with geo...
Article
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The present meta-analysis reviewed and summarized the psychometric properties of the Bergen Social Media Addiction Scale (BSMAS), the most widely used tool for assessing social media addiction (SMA) in research and clinical practice. Following the PRISMA 2020 Statement guidelines, seven databases (PubMed, PsycArticles, PsycInfo, Psychology and Beha...
Article
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An increasing amount of language learning is occurring outside the traditional classroom settings, with digital gaming emerging as a prominent arena. This study presents a case analysis of an individual, Choi, who is a gaming enthusiast or even an "in-denial gaming addict" (in his own words) and demonstrates a paradoxical academic profile: academic...
Preprint
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Objective: Immersive virtual reality (VR) enhances ecologically validity and facilitates intuitive and ergonomic hand interactions for performing neuropsychological assessments. However, its comparability to traditional computerized methods remains unclear. This study investigates the convergent validity, user experience, and usability of VR-based...
Preprint
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This paper investigates multi-selection in XR interfaces based on eye and hand interaction. We propose enabling multi-selection using different variations of techniques that combine gaze with a semi-pinch gesture, allowing users to select multiple objects, while on the way to a full-pinch. While our exploration is based on the semi-pinch mode for a...
Article
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Gaming disorder (GD) involves impaired control (IC) over gaming behaviour. Despite its importance, IC in GD is understudied. This study aimed to systematically examine the literature on IC in GD and to determine how IC is currently defined, conceptualised and measured and its relationship to impulsivity. Following Preferred Reporting Items for Syst...
Article
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This study examines the impact of digital financial intermediation on the performance of small and medium-sized enterprises (SMEs) in Saudi Arabia, focusing on blockchain technology, artificial intelligence (AI), and digital platforms. The study utilizes data from 307 SMEs in technology, gaming and esports, services, and industry sectors. It employ...
Article
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Human-Centered Design (HCD) has become a critical approach in the development of multimodal 3D modeling systems, as these technologies become increasingly central to industries such as architecture, gaming, engineering, and healthcare. Multimodal systems leverage diverse input methods, including gestures, voice commands, haptic feedback, and tradit...
Article
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Augmented reality (AR) has emerged as a transformative technology that is reshaping how we interact with digital environments. In the realm of 3D conceptual modeling, AR interfaces provide an innovative approach to designing and visualizing complex structures in real-time, blending virtual and physical spaces seamlessly. By integrating AR into 3D m...
Preprint
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Full 3D human pose reconstruction is a critical enabler for extended reality (XR) applications in future sixth generation (6G) networks, supporting immersive interactions in gaming, virtual meetings, and remote collaboration. However, achieving accurate pose reconstruction over wireless networks remains challenging due to channel impairments, bit e...
Article
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Children’s engagement with smartphone-based (online) gaming content is rapidly increasing. There appears to be no existing objective evidence of children’s exposure to this content captured in real time. Evidence on preteens’ smartphone-based gaming is especially scarce. This study aimed to objectively explore the nature and extent of preteens’ exp...
Article
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The desensitized world of modern gaming.
Article
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Background: Chest injuries are a leading cause of death and disability, accounting for 10% of hospital admissions and 25% of injury-related deaths. About two-thirds of patients with thoracic injuries experience complications such as blood or air in the pleural space, causing lung deflation and poor gas exchange. Proper breathing management, using t...
Article
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More than 20% of global economic activity occurs as projects nowadays, and effective project management may generate an essential competitive advantage for companies. With the increasing complexity of projects across various industries, project management has become a critical skill set for organizations. This paper presents a literature review of...
Technical Report
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The operations of heath care programs and organizations today rely heavily on the measurement of performance and outcomes. This includes a variety of stakeholders-private firms such as pharmaceutical manufacturers, government health care providers and insurers including Veterans Administration (VA) hospitals, and private hospices that depend on the...
Preprint
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It is important to monitor changes in biomedical literature and its funding. China has surpassed the USA in publications and, in some analyses, also in some impact indicators. The present analysis evaluates the 100 top-cited biomedical papers (based on Scopus) published in each of three time periods (2003-4, 2013-4, and 2023-4). Corresponding autho...
Article
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Cloud gaming has rapidly transformed the gaming industry, allowing users to play games on demand from anywhere without the need for powerful hardware. Cloud service providers are striving to enhance user Quality of Experience (QoE) using traditional assessment methods. However, these traditional methods often fail to capture the actual user QoE bec...
Preprint
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Traditional XR and Metaverse applications prioritize user experience (UX) for adoption and success but often overlook a crucial aspect of user interaction: emotions. This article addresses this gap by presenting an emotion-aware Metaverse application: a Virtual Reality (VR) fire drill simulator designed to prepare crews for shipboard emergencies. T...
Chapter
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37 years in the field and is internationally known for his work into gambling, gaming, and behavioral addictions. He has published over 1500 peer-reviewed research papers, seven books, over 200 book chapters, and over 1500 other articles. He has won over 25 national and international awards for his work including the John Rosecrance Award for the S...
Article
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Problematic social media use (PSMU) and problematic gaming (PG) among university students as specific types of problematic internet use (PIU) have become a growing concern. PSMU and PG may lead to negative outcomes such as academic exhaustion and diminished hope. However, previous studies have not simultaneously considered the associations among th...
Thesis
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Since its inception in 2010, Nordahl Grieg Upper Secondary School in Bergen has aimed to explore new ways of using technology in education. One of the school's long-term initiatives is the pedagogical use of digital games. In 2014, the school established a new position - the “game pedagogue” - a role designed to provide support and advice to teache...
Article
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Background This study addresses the pressing need to understand the nuanced relationship between ‘mattering’—the perception of being significant to others—and problematic internet use (PIU) among university students. Unlike previous research that has primarily employed variable-centered approaches, this study first adopts a person-centered approach...
Article
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This study aims to identify and analyze the factors influencing continuance intention in playing online games, a rapidly growing global entertainment sector that attracts players from diverse backgrounds. Using the Expectation Confirmation Model (ECM), this research explores the psychological and behavioral aspects that drive players to continue pl...
Article
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Simulator sickness (SS) poses significant challenges in the widespread adoption of driving simulators for traffic research, training, and other applications. This study investigates the effects of gender, age, driving environment, and gaming experience on SS in a desktop driving simulator, using a sample of 363 Swedish police trainees. Participants...
Preprint
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Text-to-video generative models convert textual prompts into dynamic visual content, offering wide-ranging applications in film production, gaming, and education. However, their real-world performance often falls short of user expectations. One key reason is that these models have not been trained on videos related to some topics users want to crea...
Article
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Understanding how individuals learn and progress within complex social networks is crucial for various fields, from education to online gaming platforms. In this study, we investigate the impact of an individual’s topological position within a network of game interactions on their learning process. Leveraging a novel implementation of the state-of-...
Article
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Teza/cel: Rozwój i ewolucja technologii, wzrost znaczenia świata wirtualnego i sztucznej inteligencji powoduje daleko idące zmiany w komunikacji i działaniach sfery public relations. Granica między światem realnym i wirtualnym zanika, a zastosowanie innowacyjnych rozwiązań i metaverse marketingu ma realny, pozytywny wpływ na powodzenie kampanii wiz...
Article
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Emerging research suggests a positive association between Internet gaming disorder (IGD) and suicidal behaviors. However, existing studies predominantly focus on suicidal ideation rather than suicide attempts and often do not adequately control for potential psychological confounders. The mechanism linking IGD to suicidality remains unclear. This s...
Article
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This study investigates how technological and pedagogical factors influence students’ intention to engage with virtual worlds on educational metaverse platforms and examines the resulting learning outcomes in sustainability education. Traditional sustainability education often fails to effectively engage students with real-world challenges. Metaver...
Article
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Background Evidence on psychological outcomes of gaming disorder (GD) is still scarce. This study aimed to investigate the mediating role of sleep hygiene in the relationship between GD and psychological distress (depression and anxiety) among Iranian adolescents. Methods This was a cross-sectional study among school students in Qazvin city, Iran....
Article
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When designing learning scenarios for first-semester university students, instructional developers should not only impart knowledge and skills but also support transition to university, for example by providing opportunities to build a sense of belonging. In our case study, we illustrate how we addressed these goals by creating a motivating student...
Conference Paper
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Mobile devices are heavily popular among the current generation of students, who often express a desire to do fun activities, such as playing or consuming interactive content. According to studies, educational systems using gaming elements present an effective way to enhance the learning experience of students. This paper examines and analyzes the...
Article
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The global entertainment industry is increasingly influenced by cross-cultural narrative branding, where storytelling serves as a strategic tool for market penetration and audience retention. In a rapidly evolving media landscape, entertainment brands must navigate cultural diversity while maintaining a coherent brand identity. Traditional marketin...
Article
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his study investigates changes in online gaming behavior during the COVID-19 pandemic, applying video game uses and gratifications theory to analyze young adults’ gaming motivations. We explore the popularity of specific gratifications amid the crisis and propose a novel gratification, commitment, that may affect gaming choices. Results showcase a...
Article
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Introduction The use of virtual reality (VR) in physiotherapy is expanding across various fields; however, while extensively researched in neurology, its application in musculoskeletal (MSK) disorders remains underexplored. This review aims to evaluate the effectiveness of VR in pain management across different anatomical regions. Materials and Me...
Chapter
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The eco-weird is not only a genre but an aesthetic experience. It names the feeling of ‘being ecological’ (Morton, Being Ecological. London: Penguin Random House, 2018) and offers a way of understanding the ambiguous human experience of being radically separated from, but deeply embedded within and dependent upon, ‘nature’. Tabletop games generate...
Article
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Background: Language development is a crucial aspect of a child’s growth, particularly during the formative years when cognitive and communication skills are rapidly evolving. Screen time exposure has been linked to developmental challenges in children. Aims and Objectives: This study aimed to explore the relationship between screen time and langua...
Preprint
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As multimedia services such as video streaming, video conferencing, virtual reality (VR), and online gaming continue to expand, ensuring high perceptual visual quality becomes a priority to maintain user satisfaction and competitiveness. However, multimedia content undergoes various distortions during acquisition, compression, transmission, and sto...
Article
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Kahoot is an educational platform that improves student motivation by incorporating social gaming elements into their learning experiences. Although assessed in many subjects at secondary and tertiary levels, limited studies have investigated student perception of the strategy, particularly in language learning. In addition to the student-focused l...
Article
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Deep reinforcement learning (DRL) trains agents to make decisions by learning from rewards and penalties, using trial and error. It combines reinforcement learning (RL) with deep neural networks (DNNs), enabling agents to process large datasets and learn from complex environments. DRL has achieved notable success in gaming, robotics, decision-makin...
Article
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This case study investigated how collegiate eSports players navigate the physical, mental, social, and academic challenges associated with competitive gaming, with a focus on its implications for adult education. Through in-depth interviews, the study explored players' diverse gaming routines, perceptions of excessive gaming, and strategies for bal...
Article
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This study used the online game Kahoot to address the spelling problems of the 40 Grade 10 students in one of the public high schools in Ozamiz City enrolled during the school year 2023-2024. A pretest with 50 spelling words was administered to the class. Using a one-group, quasi-experimental pretest-posttest approach, this study assessed the impac...
Article
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Violence and strife are realistically shown in online games. This study delves at the ways radicals impact gamers through various forms of media. One possible source of fuel for media warfare is the normalization of violence in video games through their narratives and interactions. Addiction to online gaming is on the rise in Pakistan, especially a...
Article
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The initial ease of internet use has led to new challenges, one of which is the phenomenon of cyberloafing. Cyberloafing refers to the activity of accessing the internet during learning processes. The aim of this study is to modify the cyberloafing scale within an educational setting in Indonesia using the dimensions of sharing, shopping, real-time...
Article
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Online gaming has the potential to enhance life satisfaction. The formation of social capital and sense of belonging to virtual gaming communities shapes players’ experiences. Yet, existing research has largely overlooked the comprehensive investigation of these interconnected mechanisms. This study uses social capital theory and social presence th...
Article
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The article presents research focused on design, testing and evaluation of the Artificial Intelligence (AI) algorithms dedicated for Virtual Player (VP/bot) embedded in the Production Management Training Platform (TP). The innovative software enables complex teaching process in form of didactic games. The purpose of the study is to eliminate limita...
Article
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Blockchain technology is growing rapidly and is known for secure and transparent data handling. However, blockchains don’t easily work together, making it difficult to share data or transfer assets across multiple blockchains. Currently, it is impossible to use same token across multiple chains simultaneously. This lack of interoperability is a maj...
Article
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Neurotechnologies lead to the study of the nervous system and to improve its function. They are supposed to become one of the great technological leaps of our days. Traditionally they have been used in the field of health, however, their universalization, by operability and cost, has promoted their use in different areas within the social sciences...
Article
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У даному дослідженні аналізуються довгострокові рівноважні взаємозв’язки між цінами криптовалют та ф’ючерсами на енергоносії за допомогою коінтеграційного аналізу. На основі щоденних даних про ціни закриття торгів 401 криптовалют та 10 ф’ючерсних контрактів на енергоносії здійснено систематичну оцінку довгострокових взаємозв’язків між цими класами...
Article
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This paper explores the issue of male dominance in the video game industry and gaming community. Female game characters in video games are often over-sexualized to suit male preferences due to mainstream social consciousness. This practice not only disregards the needs and experiences of female gamers, but also reinforces gender stereotypes and hur...
Preprint
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Pengantar Skripsi dalam bentuk artikel ilmiah merupakan salah satu pendekatan akademik yang diterapkan di Universitas Bina Nusantara (BINUS) untuk mendorong mahasiswa menghasilkan karya ilmiah berkualitas yang dapat dipublikasikan. Mahasiswa tidak hanya dituntut untuk menyelesaikan penelitian secara sistematis, tetapi juga mempresentasikan hasilnya...